The alternate dimension known as Zipp Space is a strange and dangerous one, full of nebulous clouds, enormous undulating tendrils that can tear ships to shreds, and pulsating swirling orbs that are miniature caricatures of the stars and planets in Real Space.
In Zipp Space, several anomalous physics make it a convenient alternative to travel through Real Space. Firstly, Zipp Space appears represent Real Space, with energy signatures representing stars, planets, black holes, and other celestial bodies, so navigation is nearly identical to that of Real Space except at a much larger scale. Second, travel through Zipp Space appears to equate to a proportionally higher distance traveling through Real Space, meaning that when you emerge through a Zippway, your craft will have traveled several lightyears during the span of a few days. Finally, a certain degree of temporal distortion occurs, resulting in a sense of fatigue, disorientation, and irritability among the crew, and inconsistencies in the ship's clock, often necessitating a period of reset and recalibration. While the strange echoes of Real Space celestial bodies provide navigators valuable markers, the warped physics of Zipp Space makes it dangerous to emerge too close to a destination, or to travel short distances.
It is still unknown what exactly the strange destructive tendrils that twist and rake across Zipp Space are. They became known as Zipp Lines after it was discovered that when a spacecraft travels through Zipp Space, they leave behind a similar tendril. Skilled pilots can follow a Zipp Line to its destination, but their unpredictable movements make this a dangerous tactic. As particular regions of Zipp Space become highly-trafficked, the maze of Zipp Lines can become too treacherous to navigate.
To combat this, Schema have implemented two solutions: First, they inhibit Zipp Drive use in areas of high-traffic unless a crew purchases a Zipp License. Second, they have created a fleet of special ships called Zippers. These enormous ring-shaped frigates travel slowly through Zipp Space, pulling strands of Zipp Lines together and consolidating them, then guiding them away from common routes. While this is necessary, scientists claim that these consolidated Zipp Lines only grow larger and more dangerous with each addition. No one knows if there is a permanent solution, or if some day in the future, Zipp Space may no longer be an option.
The first spaceships took hundreds of years to reach the nearest stars. However, that changed after the Gnomish scientist Zipp Klickheel discovered a way to transport things and people into an alternate dimension he called Zipp Space. This alternate dimension, while hazardous, translates distance as magnitudes farther than in Real Space. This technology, when installed on a spacecraft, can project a gateway large enough for the craft to pass through and into the alternate dimension, and from that dimension, open a gateway back into Real Space, reducing travel to adjacent stars to only days. These openings are known as Zippways.
The Zipp Drive is expensive, large, and requires huge amounts of power that can only be provided by condensed crystal fuel cells called Glimmer Rods. Even then, Zipp Drives require several minutes, depending on the size of the craft, and any changes to its velocity or orientation, before a Zippway can be opened. Conveniently, it takes no time to open a Zippway back to normal space.
Zipp Drives use a classified technology that designates a point in real space and begins opening a portal between real space and Zipp Space. While that Zippway is open, things may travel between the two dimensions if they travel through the opening, however there are a number of complications that a pilot and navigator must consider.
The first is the size of the Zippway . The larger the Zippway, the more energy is needed. Pilots generally only instruct Zipp Drives to open Zippways just large enough to fly safely through. If a ship enters a Zippway that is too small, it will experience intense distorting forces that can tear hull apart and liquify organic tissue. As a Zippway closes, it will crush anything caught inside its radius.
The second is orientation. While Zippways are omnidirectional, meaning that you can enter them from any direction, however since the momentum of a spacecraft is carried over into Zipp Space, where the laws of physics are different, this can have a number of effects. Momentum in a direction not aligned to your eventual destination may cause your location in Zipp Space to be drastically off-course, and require a longer period of time to reorient, calculate location, and resume course. Any rotational moment us also carried into Zipp Space, where it may be exaggerated. This can result it a disastrously out-of-control spin that can tear apart hull and prevent a pilot from reacting to hazards in Zipp Space. For these reasons, it is important to consider your orientation relative to your destination when entering a Zippway.
Disable non-essential systems such as weapons, shields, and sensors to prevent overload
Insert sealed glimmer core into Zipp Drive
Calculate appropriate Zippway size and duration
Initiate Zipp Drive
Accelerate your craft through the Zippway and be certain the entirety of your craft is clear of the Zippway before it closes
Using proximity sensors or visuals, make any course corrections to avoid zipp lines
Remove discharged glimmer core and place in appropriate storage
Reboot sensors (Note: Sensors take a full minute to reboot, which is as much time as they need to re-calibrate for zipp space)
Calculate course and lay in (Note: If autopilot detects less than 95% zipp line evasion, it is advisable to pilot manually)
On approach to destination, disable non-essential systems such as weapons, shields and sensors to prevent overload.
Insert sealed glimmer core into Zipp Drive
Calculate appropriate Zippway size and duration
Initiate Zipp Drive
Accelerate your craft through the Zippway to Real Space and be certain the entirety of your craft is clear of the Zippway before it closes
Remove discharged glimmer core and place in appropriate storage
Reboot all systems
Engineer to insert a Glimmer Rod
Navigate to calculate a Zippway
Pilot to fly through the open Zippway